Ns_complex15

OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
edited September 2003 in Mapping Forum
<div class="IPBDescription">ready?</div> Thats my fat baby, my first "not just to learn mapping" map ever, working on it till october 2002.
Setting is inside an asteroid field with mine, factory and cargo... (simular to origin in its functuion).
Its meant to be 2 times as big as average ns maps so it feels as lonely as 6vs6 on a 12vs12er server.
To get a feeling of LONG distances I made 3 levels that cross each other at some places (instead of lots of W-shapes).
On average maps you need 30 seconds from one hive to another, here you need one minute at last.
Max_Map_Clipnodes is my urge enemy but i can keep it under controll and still get lots of detail,
including an (unpassable) outside area 2-3 times as big as Bast's with a readyroom in it (docked ships) from were you can see two resnodes of the map.
I hate 90° angles you will not find much of them in this map.

Right now I hit the max_map_planes limit of the p10 tools <!--emo&:(--><img src='http://www.natural-selection.org/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo--> , most planes being in the void,
so theres <b>nothing left but a <a href='http://www.df5jz.de/Ollj/ns_complex14.jpg' target='_blank'>VHE picture</a>. </b>
In the last compileable version max_map planes gone down from 49k -> 5k with optplns.
The map reaches beta testing stage soon (once again), added some detail, killed most visual oversized bugs and optimited clipnode count since complex09 wich was full of bugs and and looked crappy.
Its not the first time I reached a limit or needed 2 weeks for a fix/leak/bug, and it wont be the last time. <!--emo&:p--><img src='http://www.natural-selection.org/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

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